New Raytraced Audio Engine - Demo

Ойындар

This is a demonstration of the new raytraced audio engine in Sector's Edge, which casts rays outwards from the player to determine room size, ambient sound direction and low pass filter + reverb parameters for each sound source.
I'll be explaining this audio system and other aspects of this game engine in my dev streams, which start at 8pm GMT each day over on www.twitch.tv/sectorsedge

Пікірлер: 80

  • @SkylerLinux
    @SkylerLinux8 ай бұрын

    Okay, but like now I NEED this in my VR games

  • @Vercidium

    @Vercidium

    8 ай бұрын

    It would be siiick in VR. I don’t have a headset but it would be so immersive

  • @LolaliciousSmiley
    @LolaliciousSmiley Жыл бұрын

    Ooooooo. This is my most anticipated "next-gen" tech. It's incredibly relaxing to hear the rain above you like this. Your game seems pretty rad!

  • @arcadealchemist
    @arcadealchemist Жыл бұрын

    ray traced audio is more important than Ray traced light if you ask me.

  • @Vercidium

    @Vercidium

    Жыл бұрын

    Absolutely, it makes sounds much easier to locate

  • @Siirxe

    @Siirxe

    2 ай бұрын

    And it ‘s funny, since the algorithm of the reflections calculation (sound tracing) is simpler

  • @Relemsis
    @Relemsis2 жыл бұрын

    you did it the rays are casted outward from the player now I am glad to hear it

  • @Vercidium

    @Vercidium

    2 жыл бұрын

    Yep! The implementation is much simpler too and easier to work with :)

  • @EliasWolfy
    @EliasWolfy5 ай бұрын

    This technology is very good, the fact that the sound muffles when you enter the ground improves the effect by 300!

  • @sillyaw
    @sillyaw2 жыл бұрын

    i shed a tear for how amazing this is

  • @themannofsex5558

    @themannofsex5558

    7 ай бұрын

    what you doing here

  • @starryeyes5860
    @starryeyes58607 ай бұрын

    the sound transitions so well from interiors to exteriors, it's insane. i guess this is the technology that the new avatar game is using, it's very impressive. thanks for the upload!

  • @Vercidium

    @Vercidium

    7 ай бұрын

    Thank you! Not sure about the avatar game, I’ll check it out

  • @jurajchobot
    @jurajchobot7 ай бұрын

    This should be in every game! I would also appreciate ray traced rain drops and foot steps, but that would probably consume a Giga Ray per second just for the audio.

  • @SatisfiedOnion
    @SatisfiedOnion2 жыл бұрын

    Wow this is awesome. What would have been really cool was if an explosion blew a hole in the roof revealing the sound difference

  • @pelkozz
    @pelkozz11 ай бұрын

    I was studying myself about light physics and light ray tracing technologies before and thought sound is just boring. I'm glad I was wrong

  • @thenoahblitz
    @thenoahblitz2 жыл бұрын

    This is sooo beautiful!!!

  • @magnuswootton6181
    @magnuswootton6181 Жыл бұрын

    its fakable with a whole of map toggle switching, but its so much better if u just code it unified like that, definitely should go in games from now on!!!

  • @dangerdrone9327
    @dangerdrone93272 жыл бұрын

    This is amazing!

  • @retrotheft
    @retrotheft3 ай бұрын

    Have you seen the Tears of the Kingdom GDC talk that got uploaded to KZread like 4 days ago? The second half regarding their audio engine is along the same lines as what you're doing. They also used low pass filters and reverb to affect sounds, though I think they said they used A* to find paths between the sound sources and the player using voxels. There was also a bit about excess attenuation due to air absorption, plus some other things.

  • @BrunogreSecondaire
    @BrunogreSecondaire7 ай бұрын

    Hey there, French KZreadr Joueur du Grenier showed part of that video on "Bazar du Grenier", I saw SE servers were down and the game off steam since 5 days ago and I think it's pretty bad timing because I really wanted to try out your game. Can't wait to see what will come out of SE engine tho', GL !

  • @Vercidium

    @Vercidium

    7 ай бұрын

    Thank you, it is bad timing but you can still play multiplayer on the community Discord That’s pretty cool! Can you please send me a link to that video?

  • @Oxygenationatom
    @Oxygenationatom8 ай бұрын

    Wait a min ray trace with sound is literally almost like light ray tracing now that I think about it…

  • @javiercontreras9879
    @javiercontreras9879 Жыл бұрын

    amazing!

  • @headshot2986
    @headshot29867 ай бұрын

    Impressionnant

  • @jnevercast
    @jnevercast8 ай бұрын

    This sounds really really good, the only thing I found a little weird is the phasing of the high frequency ambient noise. It's what I would expect walking between nodes and anti-nodes but they sound too far apart, I would expect it to be almost imperceptable unless I was very close to a wall or something. I don't understand sound propagation well enough to work out what could be causing it to sound this way in game. It could just be the fidelity (few of them) of the ray traced waves with higher frequencies.

  • @Vercidium

    @Vercidium

    8 ай бұрын

    Thanks! Yeah this version has some artefacts that were fixed in later versions. There are so many edge cases to account for. I’m not sure what you mean by nodes and anti-nodes?

  • @jnevercast

    @jnevercast

    8 ай бұрын

    @@Vercidium additive and subtractive interference caused by a delayed wave?

  • @Vercidium

    @Vercidium

    8 ай бұрын

    @@jnevercast ahh it doesn’t physically simulate sound waves, I don’t think we have GPUs fast enough for that! It casts rays out from the player to gather information about the environment and all active sound sources, then uses OpenAL Soft to apply filters and effects to each sound

  • @jnevercast

    @jnevercast

    8 ай бұрын

    @@Vercidium Do you hear the same sound multiple times? If multiple rays of the same source hit you? Don't mean the waves exactly but I did presume that one sound source is getting mixed multiple times to the receiver

  • @tobiashaurum3611
    @tobiashaurum36117 ай бұрын

    This is absolutlely amazing, I don't know a thing about game development, but was researching about virtual ambient simulation, and this video came up. Does this take in account the sound absorbing properties of each material the ray touches or is it just the direction and size?

  • @Vercidium

    @Vercidium

    6 ай бұрын

    Not yet, I would love to implement materials. Currently for each level I set a different reverb preset for outdoors, large room, and small room. I also recently upgraded the reverb calculation and it now takes into account how many rays return back to the player, which means two rooms - one empty and one full of objects - sound different. I have a post on Twitter demonstrating this :)

  • @shaunvandyken2054
    @shaunvandyken2054 Жыл бұрын

    Great stuff! Just curious, how many rays/bounces are you doing per source?

  • @Vercidium

    @Vercidium

    Жыл бұрын

    Late reply sorry… I cast 484 rays out from the player, and each bounce 8 times

  • @FreakStyler

    @FreakStyler

    Жыл бұрын

    @@Vercidium Are you doing it on CPU or GPU?

  • @Vercidium

    @Vercidium

    Жыл бұрын

    @@FreakStyler CPU on a background thread

  • @bilgehan2778
    @bilgehan277828 күн бұрын

    Oh wow, this sounds amazing! I've been looking into building a similar ray-traced audio engine but mine doesn't sound anything like this lol. I'm curious about how you worked around OpenAL's max sound source limitation. Do you have any guides, or did you follow any guides on the basic rendering and calculation system? Or do you have any recommendations on what to look at to build something similar to your audio engine?

  • @dicerson9976
    @dicerson99765 ай бұрын

    Absolutely astonishing. I always knew that sound could be more accurately simulated via something like raytracing (since sound waves bounce around environments in much the same way light dos), but I never thought someone would actually go and do it! Have you also experimented with soundwave perforation? That is, when sounds passing through a barrier are louder than the "original" sound bouncing around a corner/longer open path and thus are interpreted by the brain as the only actual sound?

  • @dicerson9976

    @dicerson9976

    5 ай бұрын

    This doesn't always happen, for the record! It depends alot on the specific sound and the makeup of the barrier. How thick it is, whether or not its homogenous (and especially if it has any state gapes; that is transitions between solid, liquid, or gas such as a bubbly fluid or spaced walls), etc. This can also distort the sound, and sometimes result in the original sound bouncing around a corner being interpreted as a different sound entirely and thus having the listener hear the same sound twice- just one of them being so badly muffled or distorted that it sounds like something else entirely. This is also one of the reasons we can hear echos so clearly at times, when the sounds are spaced enough the change in their quality due to distance or material makeup can trigger the brain to hear a new sound instead.

  • @behudanoob4867
    @behudanoob48672 жыл бұрын

    Awesome

  • @vidayru
    @vidayru10 ай бұрын

    прошел год но все же Не сразу понял, в чем особенность звуков, но после 1:52 заметил особенность звучания и то, как звук распространяется (очень не хватало звука шагов)

  • @achmedabadoba5478
    @achmedabadoba5478 Жыл бұрын

    It would be awesome if you could open source this idea. Is there speculations oft just open sourcing the audio rendering?

  • @Vercidium

    @Vercidium

    Жыл бұрын

    Hey I have a few articles in the works but it's a beast of a system. I'm aiming to have something I can share this year

  • @achmedabadoba5478

    @achmedabadoba5478

    Жыл бұрын

    I would be super interrested in it. Only thing i found so far are papers from Vienna University and Edinburough in the topic but no open source implementation.

  • @manuelmiddleton1446
    @manuelmiddleton14467 ай бұрын

    This is pretty cool but I couldn't stand playing a section so busy with sound for too long

  • @miguelsaldana5768
    @miguelsaldana57685 ай бұрын

    what's the pseudocode to build a RT Audio engine ?

  • @lookingglassed
    @lookingglassed4 ай бұрын

    Is it possible to run this on RT cores?

  • @yurismirnov774
    @yurismirnov77420 күн бұрын

    I feel like overshooting the player position when calculating the sound would make it better. (render from the position/orientation where the player would be ~50ms in the future if they kept moving/rotating at the smoothed rate of the last 50ms) Butt what do I know 🐴

  • @pebegou
    @pebegou2 ай бұрын

    Does audio travel at the speed of sound? It would be the epitome if it could also deal with supersonic objects and stuff. Basicly the ray-tracing equivalent of audio systems, one solution to rule them all. And then we would only need a revolution in the physics side of games...

  • @kralekis
    @kralekis2 жыл бұрын

    This going needs to become famous. Try getting some attention asking for some streamers. And maybe when the game will be more famous you could do a console version (working with mouse and keyboard and PLEASE, FOV option)

  • @Vercidium

    @Vercidium

    2 жыл бұрын

    That's the plan! There's a setting for field of view in Settings > Video

  • @beastioro4447

    @beastioro4447

    2 жыл бұрын

    Console release with controller use not just kbm you bastard >:[

  • @GAR45TH
    @GAR45TH7 ай бұрын

    It's too accurate without enough reverb and bounces. Makes an audio tunneling effect when you walk past sources. Hopefully further tweaking will allow better blending so that it isn't as harsh. I'd be interested in seeing these rays visualised.

  • @plsdontbanmeagainyoulibtards
    @plsdontbanmeagainyoulibtards8 ай бұрын

    I'm surprised very few games have done anything with this kind of tech. Apparently the new avatar game will be utilizing some raytraced audio. A game like COD seems like quite genuinely a perfect place to bring this tech to the mainstream. God knows they need something to breath any life into that corpse too, but audio in cod is almost just as important at the graphics. Arguably even more important. Same goes for most other competitive pvp shooters.

  • @Vercidium

    @Vercidium

    8 ай бұрын

    I'll check out the avatar game, I'm intrigued! Games like COD can get away without raytraced audio because the maps are static, so they can bake in each sound region/room. With destruction in Battlefield they must use a different system as entire walls can be destroyed.

  • @matthewpublikum3114
    @matthewpublikum3114 Жыл бұрын

    Is this gpu accelerated? And material absorption?

  • @Vercidium

    @Vercidium

    Жыл бұрын

    Hey this all runs on a background CPU thread. It supports permeation based on wall thickness but all materials have the same properties at the moment. I need to learn more about how different materials reflect/absorb different frequencies

  • @Shacode
    @ShacodeАй бұрын

    Does it use HRTF too? BTW, sound amazing!

  • @Vercidium

    @Vercidium

    Ай бұрын

    It does, thank you!

  • @roborogue_
    @roborogue_6 ай бұрын

    i neeed an explanation video

  • @jamegumb7298
    @jamegumb72982 жыл бұрын

    Could this audio be made into a mod for anything else? Like L4D2, GTFO or Metro 2033?

  • @Vercidium

    @Vercidium

    2 жыл бұрын

    I plan to share the source code for it along with some articles, it will be interesting to see what people can do with it!

  • @jamegumb7298

    @jamegumb7298

    2 жыл бұрын

    @@Vercidium I will be interested to see if I can do anything with it. I have little coding experience (though I keep chugging along) but have developed a real interest in the audio part (it tells half the story, yet is the most underrated usually). I did make some mods here and there, audio mod would be cool to do.

  • @Vercidium

    @Vercidium

    2 жыл бұрын

    @@jamegumb7298 I've found that time I've invested into improving audio has been worth it 10x over and the players appreciate it. I remember being told once that good design is invisible; I'm aiming to make a sound system that's close enough to reality that people don't think about audio and can instinctively locate where sounds are coming from. I've recently added permeation to the audio engine, which makes sounds on the other side of a thin wall clearer than those on the other side of a thick wall. It also means you can put your ear up against a wall and hear the sounds on the other side of the wall clearer, which was a happy accident haha. I've posted videos of this at discord.gg/sectors and I have a few articles in the works explaining how it all works. Thank you for your interest!

  • @ramsaybolton9151
    @ramsaybolton91512 жыл бұрын

    What is the audio engine?

  • @Vercidium

    @Vercidium

    2 жыл бұрын

    It uses OpenAL with my own raycasting functions on top to determine which OpenAL effects to apply to each sound

  • @zachariahm.kemper7406
    @zachariahm.kemper740610 ай бұрын

    Would love to see something like this come to godot

  • @n0taxe
    @n0taxe2 жыл бұрын

    I'm getting some ASMR idea 😍

  • @dk1480
    @dk14807 ай бұрын

    How expensive is this? Can it be ran on non RT hardware? Wait, what even is computing those audio rays?

  • @Vercidium

    @Vercidium

    6 ай бұрын

    The ray casting is pretty heavy but it runs on background threads, no RTX required! A few players have tried it on their old laptops and there’s a bit of delay in the muffling/reverb calculations, but it’s pretty close to realtime Since it runs on background threads it doesn’t have an impact on FPS It doesn’t compute individual audio rays/waves, instead it uses OpenAL soft to play the spatialised sounds, and uses ray casting to figure out how muffled each sound source is and what the shape of the environment around the player is like. OpenAL soft then applies low pass filters and reverb effects to each sound source

  • @dk1480

    @dk1480

    6 ай бұрын

    @@VercidiumInteresting! How many cores/threads does one need to run at 30/60/120 fps?

  • @r2d2vader
    @r2d2vader2 жыл бұрын

    Yooooooo

  • @zachariahm.kemper7406
    @zachariahm.kemper740610 ай бұрын

    But cool as fuck to make a custom engine

  • @zachariahm.kemper7406

    @zachariahm.kemper7406

    10 ай бұрын

    I'm just a forklift driver, I really need to sit down and actually learn some code so I least have a chance to not be stuck doing hard labor like I am til my joints lock, I just ain't always the quickest pair of sneakers in the shop so it can be a struggle

  • @Vercidium

    @Vercidium

    10 ай бұрын

    @@zachariahm.kemper7406 I highly recommend learning! Don’t fuss about where to start, there are plenty of good C# tutorials available

  • @AaronIrwin-ut2dk
    @AaronIrwin-ut2dk Жыл бұрын

    this is about to blow up considering apple's new headset

  • @yiwenxue4758
    @yiwenxue4758 Жыл бұрын

    Nice video, bro. But, at 1:05, the cloud is problematic😛.

  • @memoli801
    @memoli801 Жыл бұрын

    Will never take place in upcoming games. Physics was more stuning an where has been the latest iteration?

  • @beastioro4447
    @beastioro44472 жыл бұрын

    When is open beta ? You could’ve told me a few weeks into April but the first thing you told me was April 1 to April 8th it is April 1st and you still have not announced the open beta was that an April fools joke or something. I don’t appreciate being lied to man but that’s exactly what you did it’s no wonder you don’t have a solid player base you, you turn people away from your game I feel that you seriously lied to me big time.

  • @Vercidium

    @Vercidium

    2 жыл бұрын

    Hey, yeah I was aiming for somewhere between 1st and 8th April but I'm running behind schedule. We'll post a video/trailer here when we have a date

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